{"id":18782125,"url":"https://github.com/gpuopen-librariesandsdks/radeonprorenderusd","last_synced_at":"2025-05-16T13:08:08.753Z","repository":{"id":35178435,"uuid":"144385190","full_name":"GPUOpen-LibrariesAndSDKs/RadeonProRenderUSD","owner":"GPUOpen-LibrariesAndSDKs","description":"This plug-in allows GPU or CPU accelerated viewport rendering on all OpenCL 1.2 hardware for the open source USD and Hydra system. You can build this plug-in as a USDView plug-in or a Houdini plug-in. 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Install prerequisites\n\n- Required:\n    - C++ compiler:\n        - gcc\n        - Xcode\n        - Microsoft Visual Studio\n    - CMake\n    - Python\n    \n- Optional:\n    - git\n\n#### 2. Download the hdRpr source code\n\nYou can use ```git``` to clone the repository.\nFor modern, SMT or multi-threaded systems use:\n\n```\n\u003e git clone --recurse-submodules -j4 https://github.com/GPUOpen-LibrariesAndSDKs/RadeonProRenderUSD\nCloning into 'RadeonProRenderUSD'...\n```\n\nFor legacy or low-power devices use:\n\n```\n\u003e git clone https://github.com/GPUOpen-LibrariesAndSDKs/RadeonProRenderUSD\nCloning into 'RadeonProRenderUSD'...\n\u003e cd RadeonProRenderUSD\n\u003e git submodule update --init\n```\n\n#### 3. Configure project using cmake\n\n##### Required Components\n\n##### USD Component\n\nProvide USD in one of two ways:\n\n* An installation of USD. Define pxr_DIR to point to it when running cmake, if required. You can download USD to build yourself from [GitHub](https://www.github.com/PixarAnimationStudios/USD). It should be built with OpenEXR libraries and usdGenSchema tool.\n* The USD which is provided with Houdini. The HFS environment variable should point to the Houdini installation (the correct way is to run cmake from Houdini's `Command Line Tools` or by sourcing `houdini_setup`). You can download Houdini installer from [Downloads | SideFX](https://www.sidefx.com/download). Providing correct `HFS` environment variable should also supply the Python version according to the Houdini engine.\n\n##### MaterialX Component\n\nBy default, MaterialX library will be compiled from the sources located under a MaterialX submodule `deps/MaterialX`.\nYou can override this behavior by providing a complete build of MaterialX to cmake. Please note, on Linux for Houdini plugin, MaterialX should be compiled with `-D_GLIBCXX_USE_CXX11_ABI=0` definition as it is required by Houdini.\n\n##### Optional Components\n\n##### OpenVDB\n\n**Following dependency required only for usdview plugin, houdini is shipped with own build of openvdb**\n\n| Dependency Name            | Description                                                             | Version          |\n| ------------------         |-----------------------------------------------------------------------  | -------          |\n| OPENVDB_LOCATION           | OpenVDB directory with include and lib dirs                             |                  |\n\n##### Utility cmake options\n\n##### `RPR_SDK_PLATFORM` - Forcing build against specific platform libraries\n\nLet's say you are on centos 7 and want to force it to use the centos6 build,\nthen you need to specify ```RPR_SDK_PLATFORM=centos6``` cmake flag\n\n##### Example\n\n```\nmkdir build\ncd build\ncmake -Dpxr_DIR=/data/usd_build -DCMAKE_INSTALL_PREFIX=/data/usd_build ..\ncmake --build . --config Release --target install\n```\n\nSupported Platforms\n-----------------------------\n* Windows\n* linux(experimental)\n* macOS(experimental)\n\nAutomatic Houdini build on Windows\n-----------------------------\nRun `pxr\\imaging\\plugin\\hdRpr\\package\\buildPackageWin.bat` with the target version of Houdini\n##### Example\n```\npxr\\imaging\\plugin\\hdRpr\\package\\buildPackageWin.bat 19.5.805\n```\n\nTry it out\n-----------------------------\n\nFollow instruction from INSTALL.md to activate the plugin.\nLaunch either usdview or Houdini's Solaris viewport and select RPR as the render delegate.\n\n#### Environment Variables\n\n*   `HDRPR_ENABLE_TRACING`\n\n    Instruct Radeon ProRender to generate trace files for debugging purposes. The tracing will record all RPR commands with a memory dump of the data used. By default, RPR tracing is disabled. To enable it set `HDRPR_ENABLE_TRACING` to 1.\n\n    When tracing is enabled, the trace files are recorded by default in the following directory depending on the OS (In the case of multiple directories first existing will be used):\n\n    - `C:\\ProgramData\\hdRPR` for Windows\n    - `$TMPDIR/hdRPR`, `$P_tmpdir/hdRPR`, `/tmp/hdRPR` for Linux and macOS\n\n*   `HDRPR_TRACING_DIR`\n\n    To change the default directory, add the environment variable `HDRPR_TRACING_DIR` pointing to the location in which you wish the trace files to be recorded. For example, set `HDRPR_TRACING_DIR=C:\\folder\\` to activate the tracing in `C:\\folder\\`.\n\nHoudini\n-----------------------------\n\n##### RPR Material Library\n\n1. Download [.mtlx version of RPR Material Library](https://drive.google.com/file/d/1i5jdYGS7gmrxw_Y0y7uotx4gxXVr8cMB/view?usp=sharing).\n\n2. Follow instructions from INSTALL.md shipped with the material library.\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fgpuopen-librariesandsdks%2Fradeonprorenderusd","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fgpuopen-librariesandsdks%2Fradeonprorenderusd","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fgpuopen-librariesandsdks%2Fradeonprorenderusd/lists"}